Post by Zensi on Aug 22, 2017 5:22:46 GMT
We all have seen level 10 ships that add as much armor as they can - even blinky armor just to add more blocks. At high hull levels, any advantage you can get is important, because even a small change can make the difference between winning and losing the battle. Don't get me wrong, small differences can also have a big impact on small ships. However, keep in mind that armor doesn't have as great an effect at lower levels, since the % protection isn't as strong. If you can add armor without sacrificing other systems, add as much as you can. If you need to remove rooms to add more armor at lower levels, however, carefully consider what you'd be losing and whether it's worth the trade-off. Think twice if taking it out means you will do less damage to your opponent.
Some room aren't targeted often while others take constant damage. Those are the rooms you really need to armor. The rooms that are hit most frequently will vary depending on ship and trophy level, as well as the current game meta. Watch replays to see which rooms take the most hull damage on your ship. This might include low hp rooms that take easy hull damage, rooms that are frequently targeted by your opponents, and rooms that tend to take direct hull damage from penetrator missiles.
One often overlooked room is the reactor. Reactors don't get shot by lasers very often, at least when playing against an experienced opponent, but are frequently hit by penetrator missiles. Penetrators don't damage the room itself but that's just because all the damage goes straight to the hull, and hull damage is exactly what you're trying to avoid. Many people place a low priority on armoring reactors, since they have more hp bars than any other rooms and you have a better chance of fixing them. Those are good points when it comes to lasers, but you aren't armoring your reactors to stop damage from lasers - you're armoring them against pens.
As with everything else in PSS, armoring your ship is a compromise. You need to give up something in order to have something else. So when it comes down to a choice between space for more rooms or space for more armor, keep in mind that even maxed out armor won't do all that much for a low level ship unless you are able to add it in large amounts. To help you decide how much priority to place on armor, in the chart below you can see the effect that number of armor blocks has on the hp of your rooms. Armor basically increases a room's hp, which leads to an increase in hull hp, but depending on how many blocks are used the effect might be slight.
Thanks to Yetta for the rewrite
Some room aren't targeted often while others take constant damage. Those are the rooms you really need to armor. The rooms that are hit most frequently will vary depending on ship and trophy level, as well as the current game meta. Watch replays to see which rooms take the most hull damage on your ship. This might include low hp rooms that take easy hull damage, rooms that are frequently targeted by your opponents, and rooms that tend to take direct hull damage from penetrator missiles.
One often overlooked room is the reactor. Reactors don't get shot by lasers very often, at least when playing against an experienced opponent, but are frequently hit by penetrator missiles. Penetrators don't damage the room itself but that's just because all the damage goes straight to the hull, and hull damage is exactly what you're trying to avoid. Many people place a low priority on armoring reactors, since they have more hp bars than any other rooms and you have a better chance of fixing them. Those are good points when it comes to lasers, but you aren't armoring your reactors to stop damage from lasers - you're armoring them against pens.
As with everything else in PSS, armoring your ship is a compromise. You need to give up something in order to have something else. So when it comes down to a choice between space for more rooms or space for more armor, keep in mind that even maxed out armor won't do all that much for a low level ship unless you are able to add it in large amounts. To help you decide how much priority to place on armor, in the chart below you can see the effect that number of armor blocks has on the hp of your rooms. Armor basically increases a room's hp, which leads to an increase in hull hp, but depending on how many blocks are used the effect might be slight.
Level | Armor capacity | Hull HP | Damage | equivalent hull | Damage | equivalent hull | Damage | equivalent hull |
---|---|---|---|---|---|---|---|---|
1 block | 2 blocks | 3 blocks | ||||||
4 | 6 | 10 | 94% | 10.6 | 89% | 11.2 | 85% | 11.8 |
5 | 7 | 12 | 93% | 12.8 | 88% | 13.7 | 83% | 14.5 |
6 | 8 | 14 | 93% | 15.1 | 86% | 16.2 | 81% | 17.4 |
7 | 9 | 16 | 92% | 17.4 | 85% | 18.9 | 79% | 20.3 |
8 | 10 | 18 | 91% | 19.8 | 83% | 21.6 | 77% | 23.4 |
9 | 12 | 20 | 89% | 22.4 | 81% | 24.8 | 74% | 27.2 |
10 | 14 | 22 | 88% | 25.1 | 78% | 28.2 | 70% | 31.2 |
11 | 16 | 25 | 86% | 29.0 | 76% | 33.0 | 68% | 37.0 |
Thanks to Yetta for the rewrite